HoneyBadger said: Phoenix said: I've got a question about the conditionals. Would it be possible to make more precise comparisons with them (in a future update, I mean). Specifically, I'm hoping to be able to check exact differences in the rolls. Eg: 'is x 1 or 2 greater than y'. If there's a way to get the powercards making comparisons like that, it should cover the modifiers some of the skills in my game grant and have crit notifications show up even when the rolls don't exactly match up. You should be able to by putting it in a nested inline roll. Wait, are you sure? I mean in a practical way? So far the only way I could find was to make conditionals for every outcome, because there aren't any operands that are actual numbers, and the crits in my system don't have any constants or target numbers associated with them. Crits in my system happen when two specific roll results match, and the modifiers allow for a difference of 1 to 2 either up or down (plus or minus). Without any modifiers taken into account, the conditionals for a basic roll look like this: (also other roll outcomes are included just as an example) --??$Hit.base == $Dmg.base AND $Hit.base == $Skl.base??!attack*4|Lethal Hit --??$Hit.base == $Skl.base AND $Dmg.base <> $Skl.base??!attack*5|Autohit --??$Dmg.base == $Skl.base AND $Hit.base <> $Skl.base??!attack*6|Critical hit (I was pretty ecstatic when I got this small mess working right^ XD) DK Heinrich said: Phoenix said: I've got a question about the conditionals. Would it be possible to make more precise comparisons with them (in a future update, I mean). Specifically, I'm hoping to be able to check exact differences in the rolls. Eg: 'is x 1 or 2 greater than y'. If there's a way to get the powercards making comparisons like that, it should cover the modifiers some of the skills in my game grant and have crit notifications show up even when the rolls don't exactly match up. in the system I am running in order to 'crit' you have to have a roll total over 20 AND beat the defense of the target by 5. and yes I was able to do that with conditionals. (clipped some stuff out that is not relevant). --hroll|Target Defense: [[ [$DEF] [[@{target|DEFENSE}]] + 0d0 ]] ^^ Target Critical: [[ [$Crit]
[[ 5 + @{target|DEFENSE}]]
+0d0 ]]
--?? $RollRes < $DEF ?? Failure|[[ [txt] 1t[Failure]
]]
--?? $RollRes >= $DEF ?? Success|Deal [[ [nh] 3d6]] damage
--?? $RollRes >= $DEF AND $RollRes1 >= 20
AND $RollRes1 >= $Crit ?? Critical|Deal [[ [nh] 1d6]] additional damage so X+1 would be $A and X+2 would be $B and so on, then add them in line with AND/OR as needed. I will preface with... I think this is what you area asking, and I am still new, so no laughing if wrong :) This took me a while to read and fully understand but I think I see what you mean. Trouble is I'm not sure it'll help in my case. Like I pointed out a little ways up, I want to be able to account for a very small difference and not just the general combinations of greater than, less than, or equal to, and without constant numbers or target numbers that's proving insanely difficult for me to finagle. It would be a whole lot easier to just go manual than to use the one work around I did find lol But here's a quick example of how the modifiers work: Normal roll that results in a crit: 3d6 ---> 3,4,4 (the numbers match) Modified roll that results in a crit: 3d6 ---> 6,3,4 (4 is within 2 numbers of 3) Modified roll that results in a crit: 3d6 ---> 5,4,2 (2 is within 2 numbers of 4) If you know of a way I can do this without having to make somewhere in the neighborhood of 30 something conditionals, I might be able to add a bit more automation to my game's attack macros. Sorry if I'm not fully understanding you, but I'm trying (rereading 10 or so times trying lol). You know how the crits in my system work now though so hopefully that helps. I just want to see if I can automate a few more elements on top of what's already there and make things neater.